All posts for the day May 6th, 2011

3D World – June 2011 (UK) | .pdf | 50Mb
3D World the best-selling international magazine for 3D artists

3D World is the best-selling international magazine for 3D artists, covering the fields of animation, VFX, games, illustration and architecture. Each issue provides analysis of latest trends in the market, artistic and technical advice, impartial product reviews, and exclusive behind-the-scenes articles on the making of key projects in this fast-paced industry. For those wanting to improve their technical skills, the magazine provides tutorials, tips and step-by-step guides covering every major 3D software package, from freeware to professional applications such as 3ds Max, Maya, Cinema 4D, LightWave 3D and Softimage.


Publisher: Ballistic Publishing; 1st edition | ISBN: 1921002670 | July 1, 2010 | JPG | 208 Scan | 1700×2338 pixels | 118MB
d’artiste Character Modeling 3: Digital Artists Master Class

d’artiste: Character Modeling 3 presents the techniques of leading character modelers Jan-Bart van Beek, Giovanni Nakpil, and Cesar Dacol Jr. Each master artist showcases his approaches and techniques in modeling characters and creatures for film and game projects through expansive graphic tutorials. Jan-Bart van Beek of Guerrilla Games takes you behind the scenes of creating characters for the blockbuster PlayStation 3 game ‘Killzone 2’ with tutorials on workflows for creating character heads and the creation of the Helghast Sniper character class.

http://www.url-dead/file/918862341/DArtistCharacterModeling 3.rar
—or— 3.rar

Head Modeling for Games Low Poly Modeling with Mayan Escalante | 2.80 GB
3D game artists are faced with certain restrictions when creating models for use in real-time. Game hardware, art direction and development time all have an impact. It is the challenge of the 3D artist to make interesting and visually believable characters while dealing with these restrictions. This DVD covers the creation of a low polygon model of a head for a game environment. Topics such as polygon component modeling, poly count, scripts and facial anatomy are discussed.

* Polygon Component Modeling
* Poly Count Restrictions
* Topology
* MJ Poly Tools
* Polygon Modeling Tools
* Facial Anatomy

1. Setting Up the Scene
2. Modeling Features
3. Modeling the Skull
4. Modeling the Neck
5. Modeling Hair
6. Modeling Inner Mouth Geometry
7. Final Steps

http://www.url-dead/file/879244884/_G_Head Modeling for Games.part01.rar
http://www.url-dead/file/879245911/_G_Head Modeling for Games.part02.rar
http://www.url-dead/file/879244371/_G_Head Modeling for Games.part03.rar
http://www.url-dead/file/879247361/_G_Head Modeling for Games.part04.rar
http://www.url-dead/file/879244331/_G_Head Modeling for Games.part05.rar
http://www.url-dead/file/879245891/_G_Head Modeling for Games.part06.rar
http://www.url-dead/file/879957584/_G_Head Modeling for Games.part07.rar
http://www.url-dead/file/879245901/_G_Head Modeling for Games.part08.rar
http://www.url-dead/file/879247371/_G_Head Modeling for Games.part09.rar
http://www.url-dead/file/879245921/_G_Head Modeling for Games.part10.rar Modeling for Games.part01.rar Modeling for Games.part02.rar Modeling for Games.part03.rar Modeling for Games.part04.rar Modeling for Games.part05.rar Modeling for Games.part06.rar Modeling for Games.part07.rar Modeling for Games.part08.rar Modeling for Games.part09.rar Modeling for Games.part10.rar

UV Mapping for Games Low Poly UV Layout with_Mayan_Escalante | 1.45GB
UV layout is one of the most important skills of the game modeler. Unlike high poly modeling, game UVs are given limited texture space. It is important to use that space in the most efficient manner, while minimizing seams and distortion.
How you project and arrange your UVs can greatly impact the look of the model and the time it takes to paint your textures. This lecture will cover the tools and techniques necessary to create efficient UV maps.

* UTE (UV Texture Editor)
* UV Projection
* Creating UV Shells
* Mirroring UVs
* Transferring UVs
* Shell Arrangement
* Using a Reference Map
* Focusing Resolution

1. Separating the Model
2. Mapping the Head
3. Mapping the Upper Body
4. Mapping the Lower Body
5. Mapping Hands
6. Mapping Boots
7. Mapping Gear
8. Mirroring Geometry and UVs
9. Arranging Shells